i18n: Sync classref translations with Weblate
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@ -18,7 +18,7 @@
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Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
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</member>
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<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
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Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
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Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
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[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
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A negative value will result in the vehicle reversing.
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</member>
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@ -48,7 +48,7 @@
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The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
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</member>
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<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
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Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
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Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
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[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
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A negative value will result in the wheel reversing.
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</member>
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@ -10132,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
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msgstr ""
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#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
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msgid "Bus on which this audio is playing."
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msgid ""
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"Bus on which this audio is playing.\n"
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"[b]Note:[/b] When setting this property, keep in mind that no validation is "
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"performed to see if the given name matches an existing bus. This is because "
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"audio bus layouts might be loaded after this property is set. If this given "
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"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
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"code]."
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msgstr ""
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#: doc/classes/AudioStreamPlayer.xml
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@ -10297,7 +10303,13 @@ msgid ""
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msgstr ""
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#: doc/classes/AudioStreamPlayer3D.xml
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msgid "The bus on which this audio is playing."
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msgid ""
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"The bus on which this audio is playing.\n"
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"[b]Note:[/b] When setting this property, keep in mind that no validation is "
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"performed to see if the given name matches an existing bus. This is because "
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"audio bus layouts might be loaded after this property is set. If this given "
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"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
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"code]."
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msgstr ""
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#: doc/classes/AudioStreamPlayer3D.xml
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@ -28607,13 +28619,14 @@ msgstr ""
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#: doc/classes/HTTPRequest.xml
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msgid ""
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"If set to a value greater than [code]0.0[/code], the HTTP request will time "
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"out after [code]timeout[/code] seconds have passed and the request is not "
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"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
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"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
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"application from getting stuck if the request fails to get a response in a "
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"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
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"the download from failing if it takes too much time."
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"If set to a value greater than [code]0.0[/code] before the request starts, "
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"the HTTP request will time out after [code]timeout[/code] seconds have "
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"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
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"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
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"code] and [code]30.0[/code] to prevent the application from getting stuck if "
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"the request fails to get a response in a timely manner. For file downloads, "
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"leave this to [code]0.0[/code] to prevent the download from failing if it "
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"takes too much time."
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msgstr ""
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#: doc/classes/HTTPRequest.xml
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@ -30029,9 +30042,9 @@ msgid ""
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"freehand lines is required, input accumulation should generally be disabled "
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"while the user is drawing the line to get results that closely follow the "
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"actual input.\n"
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"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
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"compatibility reasons. It is however recommended to enable it for games "
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"which don't require very reactive input, as this will decrease CPU usage."
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"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
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"recommended to keep it enabled for games which don't require very reactive "
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"input, as this will decrease CPU usage."
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msgstr ""
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#: doc/classes/Input.xml
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@ -30605,10 +30618,13 @@ msgstr ""
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msgid ""
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"Contains mouse and pen motion information. Supports relative, absolute "
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"positions and speed. See [method Node._input].\n"
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"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
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"rendered, allowing for precise input reporting, at the expense of CPU usage. "
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"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
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"multiple events merge into a single emitted event per frame.\n"
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"[b]Note:[/b] The behavior of this event is affected by the value of [member "
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"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
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"pen motion events received from the OS will be merged to emit an accumulated "
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"event only once per frame rendered at most. When set to [code]false[/code], "
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"the events will be emitted as received, which means that they can be emitted "
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"multiple times per frame rendered, allowing for precise input reporting at "
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"the expense of CPU usage.\n"
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"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
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"implementing [url=https://en.wikipedia.org/wiki/"
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"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
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@ -30619,6 +30635,12 @@ msgstr ""
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msgid "Mouse and input coordinates"
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msgstr ""
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#: doc/classes/InputEventMouseMotion.xml
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msgid ""
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"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
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"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
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msgstr ""
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#: doc/classes/InputEventMouseMotion.xml
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msgid ""
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"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
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@ -45558,6 +45580,13 @@ msgstr ""
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msgid "Changes the byte at the given index."
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msgstr ""
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#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
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#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
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#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
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#: doc/classes/PoolVector3Array.xml
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msgid "Sorts the elements of the array in ascending order."
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msgstr ""
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#: doc/classes/PoolByteArray.xml
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msgid ""
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"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
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@ -54487,7 +54516,8 @@ msgid ""
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"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
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"[SceneTreeTween] might become invalid when it has finished tweening, is "
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"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
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"[SceneTreeTween]s can't have [Tweener]s appended."
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"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
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"[method interpolate_value]."
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msgstr ""
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#: doc/classes/SceneTreeTween.xml
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@ -54527,15 +54557,16 @@ msgstr ""
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msgid ""
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"Sets the number of times the tweening sequence will be repeated, i.e. "
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"[code]set_loops(2)[/code] will run the animation twice.\n"
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"Calling this method without arguments will make the [Tween] run infinitely, "
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"until either it is killed with [method kill], the [Tween]'s bound node is "
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"freed, or all the animated objects have been freed (which makes further "
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"animation impossible).\n"
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"Calling this method without arguments will make the [SceneTreeTween] run "
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"infinitely, until either it is killed with [method kill], the "
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"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
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"been freed (which makes further animation impossible).\n"
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"[b]Warning:[/b] Make sure to always add some duration/delay when using "
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"infinite loops. To prevent the game freezing, 0-duration looped animations "
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"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
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"number of loops, which may produce unexpected results. If a [Tween]'s "
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"lifetime depends on some node, always use [method bind_node]."
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"number of loops, which may produce unexpected results. If a "
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"[SceneTreeTween]'s lifetime depends on some node, always use [method "
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"bind_node]."
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msgstr ""
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#: doc/classes/SceneTreeTween.xml
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@ -56010,10 +56041,29 @@ msgid ""
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"as custom visualization and editing handles in Editor."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid ""
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"Rotation part of the global transformation in radians, specified in terms of "
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"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
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"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
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"vector. The three Euler angles, which are the three independent parameters "
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"of the Euler-angle parametrization of the rotation matrix, are stored in a "
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"[Vector3] data structure not because the rotation is a vector, but only "
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"because [Vector3] exists as a convenient data-structure to store 3 floating-"
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"point numbers. Therefore, applying affine operations on the rotation "
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"\"vector\" is not meaningful."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid "World space (global) [Transform] of this node."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid ""
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"Global position of this node. This is equivalent to [code]global_transform."
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"origin[/code]."
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msgstr ""
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#: doc/classes/Spatial.xml
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msgid ""
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"Rotation part of the local transformation in radians, specified in terms of "
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@ -66053,11 +66103,11 @@ msgstr ""
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#: doc/classes/VehicleBody.xml
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msgid ""
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"Accelerates the vehicle by applying an engine force. The vehicle is only "
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"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
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"to [code]true[/code] and are in contact with a surface. The [member "
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"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
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"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
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"range for acceleration.\n"
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"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
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"[code]true[/code] and are in contact with a surface. The [member RigidBody."
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"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
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"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
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"acceleration.\n"
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"[b]Note:[/b] The simulation does not take the effect of gears into account, "
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"you will need to add logic for this if you wish to simulate gears.\n"
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"A negative value will result in the vehicle reversing."
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@ -66137,8 +66187,8 @@ msgstr ""
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#: doc/classes/VehicleWheel.xml
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msgid ""
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"Accelerates the wheel by applying an engine force. The wheel is only speed "
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"up if it is in contact with a surface. The [member RigidBody.mass] of the "
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"Accelerates the wheel by applying an engine force. The wheel is only sped up "
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"if it is in contact with a surface. The [member RigidBody.mass] of the "
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"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
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"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
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"[b]Note:[/b] The simulation does not take the effect of gears into account, "
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@ -10078,7 +10078,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
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msgstr ""
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#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
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msgid "Bus on which this audio is playing."
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msgid ""
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"Bus on which this audio is playing.\n"
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"[b]Note:[/b] When setting this property, keep in mind that no validation is "
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"performed to see if the given name matches an existing bus. This is because "
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"audio bus layouts might be loaded after this property is set. If this given "
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"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
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"code]."
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msgstr ""
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#: doc/classes/AudioStreamPlayer.xml
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@ -10243,7 +10249,13 @@ msgid ""
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msgstr ""
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#: doc/classes/AudioStreamPlayer3D.xml
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msgid "The bus on which this audio is playing."
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msgid ""
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"The bus on which this audio is playing.\n"
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"[b]Note:[/b] When setting this property, keep in mind that no validation is "
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"performed to see if the given name matches an existing bus. This is because "
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"audio bus layouts might be loaded after this property is set. If this given "
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"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
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"code]."
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msgstr ""
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#: doc/classes/AudioStreamPlayer3D.xml
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@ -28526,13 +28538,14 @@ msgstr ""
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#: doc/classes/HTTPRequest.xml
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msgid ""
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"If set to a value greater than [code]0.0[/code], the HTTP request will time "
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"out after [code]timeout[/code] seconds have passed and the request is not "
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"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
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"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
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"application from getting stuck if the request fails to get a response in a "
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"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
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"the download from failing if it takes too much time."
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"If set to a value greater than [code]0.0[/code] before the request starts, "
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"the HTTP request will time out after [code]timeout[/code] seconds have "
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"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
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"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
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"code] and [code]30.0[/code] to prevent the application from getting stuck if "
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"the request fails to get a response in a timely manner. For file downloads, "
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"leave this to [code]0.0[/code] to prevent the download from failing if it "
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"takes too much time."
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msgstr ""
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#: doc/classes/HTTPRequest.xml
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@ -29946,9 +29959,9 @@ msgid ""
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"freehand lines is required, input accumulation should generally be disabled "
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"while the user is drawing the line to get results that closely follow the "
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"actual input.\n"
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"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
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"compatibility reasons. It is however recommended to enable it for games "
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"which don't require very reactive input, as this will decrease CPU usage."
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"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
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"recommended to keep it enabled for games which don't require very reactive "
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"input, as this will decrease CPU usage."
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msgstr ""
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#: doc/classes/Input.xml
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@ -30522,10 +30535,13 @@ msgstr ""
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msgid ""
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"Contains mouse and pen motion information. Supports relative, absolute "
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"positions and speed. See [method Node._input].\n"
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"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
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"rendered, allowing for precise input reporting, at the expense of CPU usage. "
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"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
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"multiple events merge into a single emitted event per frame.\n"
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"[b]Note:[/b] The behavior of this event is affected by the value of [member "
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"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
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"pen motion events received from the OS will be merged to emit an accumulated "
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"event only once per frame rendered at most. When set to [code]false[/code], "
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"the events will be emitted as received, which means that they can be emitted "
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"multiple times per frame rendered, allowing for precise input reporting at "
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"the expense of CPU usage.\n"
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"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
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"implementing [url=https://en.wikipedia.org/wiki/"
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"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
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@ -30536,6 +30552,12 @@ msgstr ""
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msgid "Mouse and input coordinates"
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msgstr ""
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#: doc/classes/InputEventMouseMotion.xml
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msgid ""
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"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
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"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
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msgstr ""
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#: doc/classes/InputEventMouseMotion.xml
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msgid ""
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"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
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@ -45405,6 +45427,13 @@ msgstr ""
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msgid "Changes the byte at the given index."
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msgstr ""
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#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
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#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
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#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
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#: doc/classes/PoolVector3Array.xml
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msgid "Sorts the elements of the array in ascending order."
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msgstr ""
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#: doc/classes/PoolByteArray.xml
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msgid ""
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"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
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@ -54329,7 +54358,8 @@ msgid ""
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"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
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"[SceneTreeTween] might become invalid when it has finished tweening, is "
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"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
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"[SceneTreeTween]s can't have [Tweener]s appended."
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"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
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"[method interpolate_value]."
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msgstr ""
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#: doc/classes/SceneTreeTween.xml
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@ -54369,15 +54399,16 @@ msgstr ""
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msgid ""
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"Sets the number of times the tweening sequence will be repeated, i.e. "
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"[code]set_loops(2)[/code] will run the animation twice.\n"
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"Calling this method without arguments will make the [Tween] run infinitely, "
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"until either it is killed with [method kill], the [Tween]'s bound node is "
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"freed, or all the animated objects have been freed (which makes further "
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"animation impossible).\n"
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"Calling this method without arguments will make the [SceneTreeTween] run "
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"infinitely, until either it is killed with [method kill], the "
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"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
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||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55852,10 +55883,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65874,11 +65924,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65958,8 +66008,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9958,7 +9958,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10123,7 +10129,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28403,13 +28415,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29823,9 +29836,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30399,10 +30412,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30413,6 +30429,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45282,6 +45304,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54206,7 +54235,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54246,15 +54276,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55729,10 +55760,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65751,7 +65801,7 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
|
@ -65835,7 +65885,7 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
|
|
|
@ -10475,7 +10475,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10640,7 +10646,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28996,13 +29008,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30419,9 +30432,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30995,10 +31008,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -31009,6 +31025,15 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
|
||||
"přiblížně rovny."
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45974,6 +45999,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54913,7 +54945,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54953,15 +54986,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56437,10 +56471,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66526,11 +66579,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66610,8 +66663,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -12026,7 +12026,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -12192,7 +12198,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -30778,13 +30790,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -32210,9 +32223,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -32786,10 +32799,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -32800,6 +32816,14 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -47902,6 +47926,14 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
#, fuzzy
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -56953,7 +56985,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56993,15 +57026,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -58488,10 +58522,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -68828,11 +68881,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -68912,8 +68965,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9976,7 +9976,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10141,7 +10147,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28452,13 +28464,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29874,9 +29887,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30450,10 +30463,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30464,6 +30480,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45384,6 +45406,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54313,7 +54342,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54353,15 +54383,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55836,10 +55867,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65879,11 +65929,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65963,8 +66013,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -13142,8 +13142,14 @@ msgstr ""
|
|||
"escena."
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgstr "El bus en el que se está reproduciendo este audio."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
msgid ""
|
||||
|
@ -13329,9 +13335,14 @@ msgstr ""
|
|||
"escena."
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
#, fuzzy
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgstr "El bus en el que se está reproduciendo este audio."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid ""
|
||||
|
@ -37678,13 +37689,14 @@ msgstr "Número máximo de redirecciones permitidas."
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -39554,9 +39566,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
"Habilita o deshabilita la acumulación de eventos de entrada similares "
|
||||
"enviados por el sistema operativo. Cuando la acumulación de entrada está "
|
||||
|
@ -40315,10 +40327,13 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -40341,6 +40356,15 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr "Medio desplazamiento en la coordenada X."
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
"Devuelve el número de disposiciones del teclado.\n"
|
||||
"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -60077,6 +60101,14 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr "Cambia el byte en el índice dado."
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
#, fuzzy
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr "Elimina un elemento del array por indice."
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
|
@ -71442,7 +71474,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -71482,15 +71515,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -73304,11 +73338,41 @@ msgstr ""
|
|||
"El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
|
||||
"como visualización personalizada y manejadores de edición en el Editor."
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
"Parte de la rotación de la transformación local en radianes, especificada en "
|
||||
"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
|
||||
"[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
|
||||
"vector. Los tres ángulos de Euler, que son los tres parámetros "
|
||||
"independientes de la parametrización del ángulo de Euler de la matriz de "
|
||||
"rotación, se almacenan en una estructura de datos [Vector3] no porque la "
|
||||
"rotación sea un vector, sino sólo porque el [Vector3] existe como una "
|
||||
"estructura de datos conveniente para almacenar 3 números reales. Por lo "
|
||||
"tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
|
||||
"es significativa."
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
#, fuzzy
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr "World3D espacio (global) [Transform] de este nodo."
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -86302,11 +86366,11 @@ msgstr ""
|
|||
#, fuzzy
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -86430,8 +86494,8 @@ msgstr ""
|
|||
#: doc/classes/VehicleWheel.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10399,7 +10399,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10564,7 +10570,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28847,13 +28859,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30267,9 +30280,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30843,10 +30856,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30857,6 +30873,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45744,6 +45766,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54672,7 +54701,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54712,15 +54742,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56195,10 +56226,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66217,11 +66267,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66301,8 +66351,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10049,7 +10049,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10214,7 +10220,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28535,13 +28547,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29957,9 +29970,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30533,10 +30546,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30547,6 +30563,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45469,6 +45491,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54398,7 +54427,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54438,15 +54468,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55922,10 +55953,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65972,11 +66022,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66056,8 +66106,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9974,7 +9974,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10139,7 +10145,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28422,13 +28434,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29842,9 +29855,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30418,10 +30431,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30432,6 +30448,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45301,6 +45323,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54225,7 +54254,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54265,15 +54295,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55748,10 +55779,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65770,11 +65820,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65854,8 +65904,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10131,7 +10137,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28411,13 +28423,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29831,9 +29844,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30407,10 +30420,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30421,6 +30437,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45290,6 +45312,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54214,7 +54243,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54254,15 +54284,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55737,10 +55768,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65759,11 +65809,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65843,8 +65893,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10130,7 +10136,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28410,13 +28422,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29830,9 +29843,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30406,10 +30419,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30420,6 +30436,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45289,6 +45311,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54213,7 +54242,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54253,15 +54283,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55736,10 +55767,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65758,11 +65808,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65842,8 +65892,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9984,7 +9984,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10149,7 +10155,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28429,13 +28441,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29849,9 +29862,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30425,10 +30438,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30439,6 +30455,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45308,6 +45330,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54232,7 +54261,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54272,15 +54302,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55755,10 +55786,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65777,11 +65827,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65861,8 +65911,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -15,12 +15,13 @@
|
|||
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
|
||||
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
|
||||
# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
|
||||
# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine class reference\n"
|
||||
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
|
||||
"PO-Revision-Date: 2022-05-28 14:11+0000\n"
|
||||
"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
|
||||
"PO-Revision-Date: 2022-07-09 21:12+0000\n"
|
||||
"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
|
||||
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/id/>\n"
|
||||
"Language: id\n"
|
||||
|
@ -28,7 +29,7 @@ msgstr ""
|
|||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8-bit\n"
|
||||
"Plural-Forms: nplurals=1; plural=0;\n"
|
||||
"X-Generator: Weblate 4.13-dev\n"
|
||||
"X-Generator: Weblate 4.13.1-dev\n"
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "Description"
|
||||
|
@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
|
|||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid "This method is used to construct a type."
|
||||
msgstr ""
|
||||
msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
|
||||
|
||||
#: doc/tools/make_rst.py
|
||||
msgid ""
|
||||
|
@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10542,7 +10549,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28835,13 +28848,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30255,9 +30269,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30831,10 +30845,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30845,6 +30862,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45755,6 +45778,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54682,7 +54712,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54722,15 +54753,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56205,10 +56237,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66234,11 +66285,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66318,8 +66369,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10130,7 +10136,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28410,13 +28422,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29830,9 +29843,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30406,10 +30419,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30420,6 +30436,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45289,6 +45311,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54213,7 +54242,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54253,15 +54283,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55736,10 +55767,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65758,11 +65808,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65842,8 +65892,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10991,7 +10991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -11156,7 +11162,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -29595,13 +29607,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -31020,9 +31033,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31597,10 +31610,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -31611,6 +31627,13 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -46611,6 +46634,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -55551,7 +55581,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55591,15 +55622,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -57076,10 +57108,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -67192,11 +67243,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -67276,8 +67327,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -12677,8 +12677,14 @@ msgstr ""
|
|||
"ます。"
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgstr "このオーディオが再生されているバス。"
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
msgid ""
|
||||
|
@ -12860,9 +12866,14 @@ msgstr ""
|
|||
"ます。"
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
#, fuzzy
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgstr "このオーディオが再生されているバス。"
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid ""
|
||||
|
@ -31648,13 +31659,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -33082,9 +33094,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -33658,10 +33670,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -33672,6 +33687,14 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -48785,6 +48808,14 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
#, fuzzy
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr "インデックスにより配列から要素を削除します。"
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -57800,7 +57831,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -57840,15 +57872,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -59333,10 +59366,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -69788,11 +69840,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -69872,8 +69924,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10141,7 +10141,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10306,7 +10312,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28713,13 +28725,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30141,9 +30154,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30717,10 +30730,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30731,6 +30747,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45796,6 +45818,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54725,7 +54754,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54765,15 +54795,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56248,10 +56279,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66291,11 +66341,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66375,8 +66425,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10140,7 +10146,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28420,13 +28432,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29840,9 +29853,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30416,10 +30429,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30430,6 +30446,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45299,6 +45321,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54223,7 +54252,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54263,15 +54293,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55746,10 +55777,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65768,11 +65818,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65852,8 +65902,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9980,7 +9980,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10145,7 +10151,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28428,13 +28440,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29848,9 +29861,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30424,10 +30437,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30438,6 +30454,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45307,6 +45329,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54231,7 +54260,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54271,15 +54301,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55754,10 +55785,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65776,11 +65826,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65860,8 +65910,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10128,7 +10134,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28408,13 +28420,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29828,9 +29841,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30404,10 +30417,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30418,6 +30434,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45287,6 +45309,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54211,7 +54240,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54251,15 +54281,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55734,10 +55765,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65756,11 +65806,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65840,8 +65890,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10140,7 +10146,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28420,13 +28432,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29840,9 +29853,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30416,10 +30429,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30430,6 +30446,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45299,6 +45321,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54223,7 +54252,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54263,15 +54293,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55746,10 +55777,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65768,11 +65818,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65852,8 +65902,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10128,7 +10134,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28408,13 +28420,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29828,9 +29841,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30404,10 +30417,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30418,6 +30434,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45287,6 +45309,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54211,7 +54240,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54251,15 +54281,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55734,10 +55765,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65756,11 +65806,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65840,8 +65890,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10032,7 +10032,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10197,7 +10203,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28480,13 +28492,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29900,9 +29913,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30476,10 +30489,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30490,6 +30506,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45359,6 +45381,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54284,7 +54313,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54324,15 +54354,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55807,10 +55838,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65829,11 +65879,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65913,8 +65963,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10471,7 +10471,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10636,7 +10642,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28986,13 +28998,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30409,9 +30422,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30985,10 +30998,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30999,6 +31015,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -46003,6 +46025,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54943,7 +54972,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54983,15 +55013,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56467,10 +56498,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66529,11 +66579,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66613,8 +66663,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10787,7 +10787,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10952,7 +10958,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -29301,13 +29313,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30721,9 +30734,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31297,10 +31310,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -31311,6 +31327,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -46238,6 +46260,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -55231,7 +55260,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55271,15 +55301,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56756,10 +56787,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66821,11 +66871,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66905,8 +66955,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -11025,7 +11025,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -11190,7 +11196,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -29629,13 +29641,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -31054,9 +31067,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31630,10 +31643,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -31644,6 +31660,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -46651,6 +46673,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -55595,7 +55624,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55635,15 +55665,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -57122,10 +57153,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -67221,11 +67271,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -67305,8 +67355,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9995,7 +9995,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10160,7 +10166,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28443,13 +28455,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29863,9 +29876,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30439,10 +30452,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30453,6 +30469,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45323,6 +45345,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54247,7 +54276,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54287,15 +54317,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55770,10 +55801,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65792,11 +65842,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65876,8 +65926,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -11644,7 +11644,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -11809,7 +11815,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -30308,13 +30320,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -31732,9 +31745,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -32308,10 +32321,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -32322,6 +32338,15 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
|
||||
"приблизительно равны друг другу."
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -47447,6 +47472,14 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
#, fuzzy
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr "Удаляет элемент из массива по индексу."
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -56470,7 +56503,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56510,15 +56544,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -58000,10 +58035,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -68262,11 +68316,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -68346,8 +68400,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10131,7 +10137,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28414,13 +28426,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29834,9 +29847,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30410,10 +30423,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30424,6 +30440,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45293,6 +45315,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54217,7 +54246,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54257,15 +54287,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55740,10 +55771,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65762,11 +65812,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65846,8 +65896,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9977,7 +9977,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10142,7 +10148,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28425,13 +28437,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29845,9 +29858,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30421,10 +30434,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30435,6 +30451,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45304,6 +45326,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54228,7 +54257,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54268,15 +54298,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55751,10 +55782,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65773,11 +65823,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65857,8 +65907,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10131,7 +10137,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28411,13 +28423,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29831,9 +29844,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30407,10 +30420,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30421,6 +30437,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45290,6 +45312,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54214,7 +54243,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54254,15 +54284,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55737,10 +55768,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65759,11 +65809,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65843,8 +65893,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10072,7 +10072,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10237,7 +10243,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28530,13 +28542,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29972,9 +29985,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30564,10 +30577,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30578,6 +30594,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45541,6 +45563,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54475,7 +54504,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54515,15 +54545,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55998,10 +56029,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66040,11 +66090,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66124,8 +66174,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10046,7 +10046,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10211,7 +10217,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28500,13 +28512,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29920,9 +29933,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30496,10 +30509,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30510,6 +30526,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45406,6 +45428,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54330,7 +54359,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54370,15 +54400,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55853,10 +55884,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -65884,11 +65934,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -65968,8 +66018,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10753,7 +10753,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10918,7 +10924,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -29252,13 +29264,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30674,9 +30687,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -31250,10 +31263,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -31264,6 +31280,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -46231,6 +46253,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -55167,7 +55196,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55207,15 +55237,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56690,10 +56721,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66739,11 +66789,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66823,8 +66873,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10125,7 +10125,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10290,7 +10296,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28608,13 +28620,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30030,9 +30043,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30606,10 +30619,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30620,6 +30636,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr "Мишка і координати введення"
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45563,6 +45585,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54492,7 +54521,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54532,15 +54562,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56016,10 +56047,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66064,11 +66114,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66148,8 +66198,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
|
@ -10420,7 +10420,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10585,7 +10591,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28905,13 +28917,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -30328,9 +30341,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30904,10 +30917,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30918,6 +30934,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45875,6 +45897,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54813,7 +54842,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54853,15 +54883,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -56338,10 +56369,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66389,11 +66439,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66473,8 +66523,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -10080,7 +10080,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
|
||||
msgid "Bus on which this audio is playing."
|
||||
msgid ""
|
||||
"Bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer.xml
|
||||
|
@ -10245,7 +10251,13 @@ msgid ""
|
|||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
msgid "The bus on which this audio is playing."
|
||||
msgid ""
|
||||
"The bus on which this audio is playing.\n"
|
||||
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
|
||||
"performed to see if the given name matches an existing bus. This is because "
|
||||
"audio bus layouts might be loaded after this property is set. If this given "
|
||||
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
|
||||
"code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/AudioStreamPlayer3D.xml
|
||||
|
@ -28566,13 +28578,14 @@ msgstr ""
|
|||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
msgid ""
|
||||
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
|
||||
"out after [code]timeout[/code] seconds have passed and the request is not "
|
||||
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
|
||||
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
|
||||
"application from getting stuck if the request fails to get a response in a "
|
||||
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
|
||||
"the download from failing if it takes too much time."
|
||||
"If set to a value greater than [code]0.0[/code] before the request starts, "
|
||||
"the HTTP request will time out after [code]timeout[/code] seconds have "
|
||||
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
|
||||
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
|
||||
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
|
||||
"the request fails to get a response in a timely manner. For file downloads, "
|
||||
"leave this to [code]0.0[/code] to prevent the download from failing if it "
|
||||
"takes too much time."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/HTTPRequest.xml
|
||||
|
@ -29988,9 +30001,9 @@ msgid ""
|
|||
"freehand lines is required, input accumulation should generally be disabled "
|
||||
"while the user is drawing the line to get results that closely follow the "
|
||||
"actual input.\n"
|
||||
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
|
||||
"compatibility reasons. It is however recommended to enable it for games "
|
||||
"which don't require very reactive input, as this will decrease CPU usage."
|
||||
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
|
||||
"recommended to keep it enabled for games which don't require very reactive "
|
||||
"input, as this will decrease CPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Input.xml
|
||||
|
@ -30564,10 +30577,13 @@ msgstr ""
|
|||
msgid ""
|
||||
"Contains mouse and pen motion information. Supports relative, absolute "
|
||||
"positions and speed. See [method Node._input].\n"
|
||||
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
|
||||
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
|
||||
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
|
||||
"multiple events merge into a single emitted event per frame.\n"
|
||||
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
|
||||
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
|
||||
"pen motion events received from the OS will be merged to emit an accumulated "
|
||||
"event only once per frame rendered at most. When set to [code]false[/code], "
|
||||
"the events will be emitted as received, which means that they can be emitted "
|
||||
"multiple times per frame rendered, allowing for precise input reporting at "
|
||||
"the expense of CPU usage.\n"
|
||||
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
|
||||
"implementing [url=https://en.wikipedia.org/wiki/"
|
||||
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
|
||||
|
@ -30578,6 +30594,12 @@ msgstr ""
|
|||
msgid "Mouse and input coordinates"
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
|
||||
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/InputEventMouseMotion.xml
|
||||
msgid ""
|
||||
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
|
||||
|
@ -45518,6 +45540,13 @@ msgstr ""
|
|||
msgid "Changes the byte at the given index."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
|
||||
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
|
||||
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
|
||||
#: doc/classes/PoolVector3Array.xml
|
||||
msgid "Sorts the elements of the array in ascending order."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/PoolByteArray.xml
|
||||
msgid ""
|
||||
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
|
||||
|
@ -54447,7 +54476,8 @@ msgid ""
|
|||
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
|
||||
"[SceneTreeTween] might become invalid when it has finished tweening, is "
|
||||
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended."
|
||||
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
|
||||
"[method interpolate_value]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -54487,15 +54517,16 @@ msgstr ""
|
|||
msgid ""
|
||||
"Sets the number of times the tweening sequence will be repeated, i.e. "
|
||||
"[code]set_loops(2)[/code] will run the animation twice.\n"
|
||||
"Calling this method without arguments will make the [Tween] run infinitely, "
|
||||
"until either it is killed with [method kill], the [Tween]'s bound node is "
|
||||
"freed, or all the animated objects have been freed (which makes further "
|
||||
"animation impossible).\n"
|
||||
"Calling this method without arguments will make the [SceneTreeTween] run "
|
||||
"infinitely, until either it is killed with [method kill], the "
|
||||
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
|
||||
"been freed (which makes further animation impossible).\n"
|
||||
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
|
||||
"infinite loops. To prevent the game freezing, 0-duration looped animations "
|
||||
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
|
||||
"number of loops, which may produce unexpected results. If a [Tween]'s "
|
||||
"lifetime depends on some node, always use [method bind_node]."
|
||||
"number of loops, which may produce unexpected results. If a "
|
||||
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
|
||||
"bind_node]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/SceneTreeTween.xml
|
||||
|
@ -55971,10 +56002,29 @@ msgid ""
|
|||
"as custom visualization and editing handles in Editor."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the global transformation in radians, specified in terms of "
|
||||
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
|
||||
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
|
||||
"vector. The three Euler angles, which are the three independent parameters "
|
||||
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
|
||||
"[Vector3] data structure not because the rotation is a vector, but only "
|
||||
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
|
||||
"point numbers. Therefore, applying affine operations on the rotation "
|
||||
"\"vector\" is not meaningful."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid "World space (global) [Transform] of this node."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Global position of this node. This is equivalent to [code]global_transform."
|
||||
"origin[/code]."
|
||||
msgstr ""
|
||||
|
||||
#: doc/classes/Spatial.xml
|
||||
msgid ""
|
||||
"Rotation part of the local transformation in radians, specified in terms of "
|
||||
|
@ -66021,11 +66071,11 @@ msgstr ""
|
|||
#: doc/classes/VehicleBody.xml
|
||||
msgid ""
|
||||
"Accelerates the vehicle by applying an engine force. The vehicle is only "
|
||||
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
|
||||
"to [code]true[/code] and are in contact with a surface. The [member "
|
||||
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
|
||||
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
|
||||
"range for acceleration.\n"
|
||||
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
|
||||
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
|
||||
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
|
||||
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
|
||||
"acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
"you will need to add logic for this if you wish to simulate gears.\n"
|
||||
"A negative value will result in the vehicle reversing."
|
||||
|
@ -66105,8 +66155,8 @@ msgstr ""
|
|||
|
||||
#: doc/classes/VehicleWheel.xml
|
||||
msgid ""
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only speed "
|
||||
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
|
||||
"if it is in contact with a surface. The [member RigidBody.mass] of the "
|
||||
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
|
||||
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
|
||||
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
|
||||
|
|
Loading…
Reference in New Issue